Avsnitt
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This episode is part one of an eight-part series where I go through the entire history of Magic design to talk about design evolution over the years.
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In this episode, I sit down with Emily Teng, the Duskmourn: House of Horror worldbuilding lead, to talk about the creation of this brand-new plane.
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Saknas det avsnitt?
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In this podcast, I talk about what divides normal Eternal-legal Magic mechanics from silver-bordered and acorn mechanics.
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In this podcast, I sit down with Jules Robins, lead set designer of Duskmourn: House of Horror, to talk about the design of the set.
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This is another episode in my "Lessons Learned" series where I look back at sets I led or co-led and walk through the many lessons I learned from doing the design. In this podcast, I talk about what I learned designing March of the Machine.
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In this podcast, I sit down with Ovidio Cartagena, the art director for Duskmourn: House of Horror, to talk about the visual look of the set.
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In this podcast, I sit down with Annie Sardelis, the lead vision designer of Duskmourn: House of Horror, to talk about the early design of the set. Annie also led the design of the set's Commander decks, so we talk about those as well.
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In this podcasts, I talk about the history of various Magic card borders and frames.
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We banned a card this week that stirred up a lot of talk. I then wrote a blog entry on it that stirred up additional talk. This podcast is me explaining the issue with the extra context that having 30 minutes to talk provides.
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In this podcast, I explore why the colors are allies with those next to them in the color pie and enemies with those across.
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Each August, I write an article where I review the last year's worth of Magic design. This podcast looks into the history and philosophy behind these articles.
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In this podcast, I sit down with Zack Stella, Bloomburrow's art director, to talk about the visual look of the set.
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Thus far, there have been seven stages of Magic design. In this podcast, I walk through each stage and explain the changes each brought to the game.
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This podcast is all about my trip to this year's San Diego Comic-Con where I ran the Magic panel.
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I sit down with Play Designer Jadine Klomparens to talk about the play design of Bloomburrow.
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In this podcast, I talk about the various ways we can make the hand matter mechanically.
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In this podcast, I talk about the design technique of making a new theme by combining numerous mechanical themes.
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In this podcast, I examine what exactly power level is and how it impacts design.
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In this episode, I sit down with Set Design Lead Ian Duke to talk about the later design of Bloomburrow.
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